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These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.

8.8: Resident Evil 6 has received some surprisingly negative reviews, but Destructoid takes the cake with its 3.0 score. Given the broken base, some aren't amused at the score while others wholeheartedly agree.

The earliest reviewers hated the game like rats, particularly the guys at Giant Bomb and GameSpot. Since RE6 has no manual and is otherwise very bad at teaching players how to play it, it's almost perfectly designed to antagonize, irritate, and eventually infuriate first-look reviewers.

A lot of people skew towards liking certain missions or campaigns over others. Leon's campaign has a strong following since it reintroduces (and reinvigorates) the zombies the franchise was known for and has some pretty cool set-pieces, with Chapter 3 of Jake's campaign being the turning point for gamer and critic alike.

Ada's campaign is largely considered "average"... right up until you face Mutated Carla, who easily steals the show.

Broken Base: Same issue as since Resident Evil 4. A large number of fans are already complaining about the apparently increased action focus and the game retaining the over-the-shoulder camera of 4 and 5, claiming this is "not survival horror." Either you think it's a good thing to have done away with wonky camera angles and awkward controls at the cost of making the games feel less claustrophobic and scary, or you welcome these things for improving the overall experience and think it's a price worth paying. That being said, steps do appear to have been taken to bring back some of the atmosphere and horror that were lacking in RE4 and RE5 in particular, so Capcom appears to have at least tried to keep both groups happy.

However, RE6's attempt at keeping the atmosphere and horror of the older games while simultaneously being action-packed for the modern audience only widened the gulf between the fanbase. Fans of the classic games have nothing but contempt for the deluge of cutscene setpieces laden with QTEs, and even fans of RE6 are broken up over the campaigns, since each one had completely different scenario designers; they may like the zombies and the action of Leon's campaign but loathe the Call of Duty-ish Chris's campaign, and so on, and fans claiming to like all campaigns equally are especially rare. By trying to blend genres such as survival horror, action, and even stealth into one game, it did neither of them particularly well. Many critical of the game share the same sentiment: By trying to please everyone, it ended up leaving many unimpressed.

Leon and Helina come across many different people just trying to survive the outbreak, from civilians caught up in it to soldiers doing their job. With the exception of two women in the church in Chapter 2 (who are really hard to save), every single one dies at some point. Every. Single. One. After the first 3 instances it becomes hard to justify caring about anybody you're caught teaming up with who isn't a main character. It's a little disturbing just how every single chapter expects you to care for these people, and yet by the end they just kill them off so emotionally you're detached from the situation.

Chris and Piers' is better about it, making clear in the flashback that the whole squad ends up dying to Carla which is why we found Chris drinking in the prologue of his story, as well every single other person who joins them in China gets killed off as well, but they make it a point of showing off how deadly an enemy is rather than trying to tug heartstrings. Then the game pulls a twist on the cliche and kills off a main character by the end, which has considerably more dramatic impact.

Demonic Spiders: ANY zombie wielding a magnum. Despite being, y'know, dead, they have superhuman reflexes and on Mercenaries they will have no problem pulling a 180 and shooting you from the other side of the map with pinpoint accuracy- and a single hit from them knocks you down.

The Rasklapanje, good lord. Many players absolutely dread facing these things in every campaign after their first time meeting them. Not only are they impossible to kill permanently, more and more of them come after you the longer you stay in the area.

He's Just Hiding: Many fans outright refuse to believe Piers is dead. IGN knew the reaction that would follow to his apparent death, warning before their video for the final Piers and Chris chapter that it could cause "table-flipping".

It has long been an element of Resident Evil's villains that their final forms in some way reflect their personalities. Osmund Saddler became a spider-like creature, reflecting that he is at the center of the cult's web. Alexia Ashford became a colossal queen ant, seeking dominance over all other human beings. William Birkin ultimately became a massive fanged asshole. In 6, Derek Simmons is a two-faced scumbag, whose monster form keeps rapidly shifting in and out of a more humanoid bodyshape. His death scene even highlights how his humanoid face is somewhat mask-like. Carla Radames wanted the world to fall to chaos, yet she's the one who turns into a large Blob Monster with no sense of order, or rather an amorphous clay-like creature, desperately trying to imitate something she is not. Or, in a viewpoint that would make Freud proud, she becomes a living bukkake monster, fully realizing the degrading, dehumanizing fate that Simmons subjected her to.

Fridge Brilliance: A lot of players mock the file that mentions Helena was moved from the CIA to the Secret Service after the incident with her sister's boyfriend, but it's entirely possible that was because Simmons pulled some strings. Her overprotective streak towards Deborah would also make her really easy to manipulate...

Goddamned Bats: Zombie dogs fulfill this role as usual. The acid-spitting zombies are another notable case- despite not doing that much damage, when in groups, they can easily stunlock you with rapidly succeeding pukes and allow any other zombies to close in and finish you off.

He's Just Hiding: Some fans are convinced that a couple of characters who died... didn't really die. Among those are Piers, whose body is never seen.

The fact that it takes an astonishing amount of time to kill some bosses and their flat-out refusal to die probably accentuates this reaction. At least one of the bosses is a Blob Monster who should seemingly be able to recover from anything (it's not even killed by burning all of it up, which is how another boss dies).

Also consider that the strain Piers infected himself with was one of Carla's...meaning it was very likely the same one used on Simmons and Carla herself. What this means is, not only will Piers be extremely hard to kill (an explosion, pfft), he probably won't lose his mind at all (Simmons and Carla were both just on the slippery slope to begin with). Simmons even had control enough over his mutations to turn back into a semi-normal form. Looking at it this way, Piers's sacrifice would be pointless, unless he knew beforehand that Haos would come back. Possible, seeing how fast he reacted.

Hilarious in Hindsight: In Resident Evil 4, at the beginning of the game, if Leon wastes time by talking to one of the officers, he asks Leon if he forgot his makeup. Cut to the end of 6 where Leon now has Ada's makeup kit.

Internet Backdraft: The game has received a negative reception from some players, over poor controls and over-actionizing the survival horror series. Likewise, there is also a large portion of the player base who think the negative reception is, at the very least, highly overblown. Suffice to say, opinions are... divided.

Iron Woobie: Helena Harper and Chris Redfield. Helena lost her sister due to her mutation into a C-Virus monster, and goes Knight Templar Big Sister for the majority of her campaign with Leon. Chris has lost all of his men in Edonia and China, and is hell-bent on his revenge on Carla. At the end of his campaign, he loses Piers due to him preventing himself from harming Chris if he lost control.

It's commonly thought/complained about that the "special" zombies of Shrieker, acid-spitter and Whopper are inspired by/ripped off from the Left 4 Dead franchise. Shrieker and, especially, Whopper, it's believable. However, acid-spitting zombies actually have a lineage in the series that stretches all the way back to Resident Evil; this is just the game where they appear most frequently, as players could sometimes go the whole game without seeing one in the older games.

The J'avo's random mutation mechanic may be new, but the idea of Umbrella (or a counterpart to Umbrella) producing B.O.Ws who can wield guns has been done before; in Resident Evil Gun Survivor, one late-game enemy are the "Under Takers", or "Umbrella Trashsweepers", who resemble grotesquely simian Gas Mask Mooks. They're a breed of alarmingly human-like B.O.Ws, capable of following orders from human commanders, wielding guns and using team tactics, bred by Umbrella as a tactical counter to B.O.W outbreaks on their own holdings.

The Scrappy: Many hate the co-op only Ada partner character "Agent" for having essentially no purpose to the plot, among other reasons.

Ironic, considering one of the reasons he exists was people complaining about Ada having no partner.

Player Punch: In Leon's Campaign, when a Friendly Sniper helps you get into the church, he becomes a zombie along the rest of the people in the church except two girls. Even if you blast the hell out of Lepotitsa with a magnum before it begins spreading its gas, those two girls are the only survivors in the church.

Earlier in Leon's campaign, the group Leon and Helena find in the gun shop. No matter how many of them survive the bus escape, they all die. One of them being a cop on the first day on his job hit particularly hard.

And the soldier that helps Leon and Helena escape the C-Virus fog, makes it out alive and comes back to help out against Simmons, only to get killed when Simmons rolls the vehicle. Leon goes through a lot...

Chris's BSAA teammates. Chapter 3, they are all being picked off one by one. The biggest punch of them all is Piers' Heroic Sacrifice.

There's also the explosives expert, Marco: at first he seems to pull an Heroic Sacrifice against a boss, but survives and even laughs for the victory; soon after, however, he's turned into a monster by a virus injection, so you have to kill him. Even worse if you played Leon's campaign, Marco's dad is one of the few survivors holed up in the Tall Oaks cathedral, and he can be heard reassuring fellow survivors that his son is in the BSAA, and that any moment now there'll be an army to save them. He dies too, and father and son never know what happened to the other.

Scrappy Level: Stated later, the game is generally gear towards two players for difficulty, none more so then during Jake's campaign running from the Ustanak through a number of vault doors, which was clearly designed to have two players taking turns at the doors, but since the AI player can't interact with objects (unless it's a team up interaction) it's up to the solo player to get past these procedurally harder to open doors alone; This troper found herself wishing death on Jake for running up and shooting at the Ustanak when he should have been running through the final door.

The Skill System. Representing the abandonment of the highly popular gun customization system first introduced in RE4, this new RPG system to character progression has not made a great impression. The skills unlocked through the system are all passive in nature, none unlocking new abilities to strategize with. Not only that, but the Skill Points the system uses are acquired through searching environments rather than directly earned through defeating foes and other feats of skill. This runs contrary to the quick pace of each character's narrative, slowing down each story by forcing the player to explore environments for extra XP when they should be rushing to the next plot event.

The effect of the Co-Operative gameplay on single-player mode. While it was never a popular move back when it was introduced by RE5, 6 introduces new problems to an already flawed concept. Even if playing with another player is enough to inhibit how lonely and fearful the gameplay can be, the greater problem is that almost all encounters have their difficulty balanced for two players, so bosses that would be trivial for two players can take far longer and be much less enjoyable for those playing alone. When it comes to Convergence events, the bosses are balanced for four players, so a single player has to fight even longer and harder to deal with the adversary. Games like Gears of War are carefully balanced to ensure the challenge is fair regardless of how many players are participating, but RE6 does not have that kind of care and attention paid to its gameplay balance.

The Campaign Convergence system. Though an innovative idea, the concept of different players' campaigns interacting with each other is not perfectly realized. Whenever a Convergence sequence is reached, the game slams on the brakes and has a minute-long search for another campaign that is suitable to coincide with your own. Not only is this flow breaking and interrupts the tension of the campaign, but statistically it's fairly unlikely that your game can coincide with another player's. This could have been mitigated by incentivizing campaign convergence, perhaps by giving double-XP to both parties, so people who have beaten the campaign would be encouraged to search for players needing partners for the section, but alas, this was not to be.

Quick Time Events. RE4 and 5 had them, but neither of them were absolutely inundated with them to an infuriating degree like with RE6. Zombies will try to grab you about half the time, requiring a randomized button-hammering or stick-wiggling to shake them off, and you can't go into one of the game's many cutscenes without having to do a long string of QTEs. The worst of it has to be a rope-climbing segment where you alternate pressing the triggers to climb a rope, but the game is finicky about registering controller inputs and failing it even once sends you back to the bottom of the rope.

Stop Helping Me!: In some levels, you often have to run away from the enemy or a hazard such as an explosion. You will often be forced to dash/sprint as well, and the button for dashing is also the same one used for context sensitive use, such as leaping over a box when there's one near you. The game will often assume you holding down the button means you also want to leap on top of a box. Unfortunately, as soon as you get up there, if you continue holding the button down, the game will then assume you want to climb back down, particularly if Camera Screw is in effect and the camera angle changes drastically. Which means you'll sometimes jump on top of the box, only to then jump right back down where you were previously, just in time to get killed by that explosion/monster.

When challenged by Sherry on his part in the terrorist attacks, Simmons confesses to it almost immediately. This despite the fact that it's his word against Leon and Helena's, who thanks to his plan are prime suspects, and the fact that he needs Sherry and Jake on his side at all costs. This is made even worse by the info files, which reveal that Simmons was Sherry's foster father. However, this can be made easier to swallow, due to the following. Leon is the man who saved her life in Raccoon City. Simmons is just the guy who adopted her and had her experimented on for 12 years straight. And Sherry has already made it clear that she basically has hero worship for Leon and Claire. So Simmons could either awkwardly try to defend himself and sound weak or just say "Screw it". Especially because Sherry would, at the very least, demand that Leon and Helena be captured alive and put on trial. Which would not end well for Simmons.

Chris, in the flashback of Chapter 2 of his campaign in Edonia, has the rookie watch the suspicious person they rescued. Finn, this rookie, loses her, she kills them all. He then leads his team head-first into danger and loses his entire second team in China. However, he's somehow still on duty after the game.

Well, Piers does call him out on his thoughtless behavior in-game, so there's that...

They Wasted a Perfectly Good Plot: Some of the ramifications of the C-Virus are immense and unexplored by this game. By far the biggest one is that it's able to customize a person's DNA and mutate them rapidly into whatever you want... including a copy of another human. There could have been an involved plot about duplicates running about, and you'd never know who was really who. Maybe next time...

The Woobie: While not everyone enjoys the gameplay for Chris' scenario, his actions and what befalls him in this game make him rather tragic, and a lot of fans and even critics see him in a different light. If for nothing else, what happens to his platoon and to Piers makes his Roaring Rampage of Revenge and sad bitterness more palpable than Leon's claim that he "lost 70,000 people" when they confront one another.

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